Corsair
A Shaman that has connected with a rambunctious Pirate. The ancestor teaches the way of the buccaneer and many daring skills to the one who seeks the way of the Pirate. Those that connect with a Corsair ancestor tend to be rowdy, free spirits, who love the sea. A Corsair Shaman’s magic is intertwined with the spirit of piracy.
| Level | Prepared Spells |
|---|---|
| 3 | Jump, Fortune’s Favor |
| 5 | Tidal Wave |
| 7 | Control Water |
| 9 | Control Winds |
| Foolhardy Leap- When you make a running or standing leap you can apply one of the following effects: | Fearless Leap: You add an additional 10 ft to your long jump distance whether running or standing but fall Prone. Hell or High Water Leap: When push comes to shove you make it work. When you make an Acrobatics or Athletics check to make a jump you can use a reaction and gain advantage but take 1D6 Bludgeoning damage after the leap whether or not it was a success or failure. |
|---|---|
| Unconventional Parry- When you use a Parry reaction you can apply one of the following effects: | Improvised Parry: You parry with an object lying within 5 ft of you, the suddenness of the maneuver gives you +3 to AC. Acrobatic Parry: If you moved more than 10 ft your previous turn you can skillfully parry using your momentum giving you +4 to AC. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 16 (+3) | 10 (+0) | 18 (+4) | 12 (+1) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Pirate “Training”
Less of training more of having constructive fun with you, your ancestor teaches you the following skills. You gain proficiency with Navigator’s Tools, One Gaming Set along with two of the following skills: Acrobatics, Athletics, Intimidation, Insight, Nature, Persuasion, or Survival.
You also become proficient with simple weapons, rapiers, scimitars, and Light armor.
Piracy Spells
The spirit of piracy and love of the sea permeate your spells. When you cast a leveled spell you can use a bonus action to gain one of the following effects for one minute. If you choose to apply the same effect within the duration of a previous effect from this feature the duration becomes one hour. You can have active effects equal to your WIS modifier (Minimum 1).
You gain a Swimming speed equal to your movement speed.
You can hold your breath for twice as long.
Difficult Terrain cannot reduce your speed by more than 10 ft.
You have advantage on Nature and Survival checks.
You add twice your Proficiency Bonus to Stealth and Sleight of Hand checks.
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with DEX saving throws.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.
Fight Like a Pirate
You are taught to fight in a variety of ways. You gain the Tavern Brawler Feat as well as learning one Fighting Style.
Favorite Daring Maneuvers
You learn a few select Daring Maneuvers that you can use twice per long or short rest.
Lucky Trinket
Your ancestor shares a dash of the luck they relied on during their life in the form of a lucky trinket such as a rabbit’s foot, gold earring, or lucky coin. You gain the Lucky Feat.
Corsair Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Corsair Stand that acts after your turn in initiative and acts according to your direction for one minute. The Corsair Stand takes the form of a swashbuckling Pirate captain in full pirate attire. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
You can use this feature once per long rest.
Corsair Stand
Medium Undead
Armor Class: 19 (Studded Leather Armor)
Hit Points: 110
Speed: 30 ft, 30 ft Swimming
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 17
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Backstabbing Aura: Creatures other than you have a -4 penalty to attack rolls within 30 ft of Corsair Stand.
Actions
Melee Attacks: Corsair Stand makes two attacks with its scimitar with plus 11 to hit dealing 1D8 + 5 magical Slashing damage.
Ranged Attack: In place of making an attack with a scimitar, Corsair Stand shoots with its Musket with a range of 40/120 ft with plus 11 to hit dealing 1D12 magical Piercing damage.
Suave Defense 4/Summon: Corsair Stand uses its reaction to launch a quip at a target attacking it within 5 ft, causing the attacker to attack with disadvantage.